Final Fantasy V: Void Divergence 1.658

   (3 reviews)

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About This File

Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5 with additional jobs and mechanics.

The main ideas were to make the battles more dynamic and give each character more, well, character.
As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available)
while each job level now has a permanent impact on a character's stats.
For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker.

More dynamic battles are achieved via !Brave, !Def and field elements.
Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used.
Changed field elements affect damage, healing and status effect chance.

major features:

  • all party members can be renamed at any time
  • difficulty can be adjusted via in-game menu
  • elements play a larger role extending to every item, ability, status effect and monster
  • rebalance of equipment, spells, abilities and enemies
  • several additional jobs and reworks of existing jobs
  • instead of helm, armor and relic you can now equip 3 relics
  • relics add a mix of resistances, weaknesses and power bonuses to same-element attacks
  • spells scale with weapon power keeping them relevant until the end
  • spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells
  • items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw
  • auto-heal some HP after battle victory (trade-off for disabled potions)
  • ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event
  • most importantly - a New Game Plus mode!

What's New in Version 0.710   See changelog

Released

  • added abilities for Crusader job
  • can now speed up spell animations by holding any of the 4 face buttons
  • changed HP display in !Scan, now displays HP per segment instead of total value
  • scan now shows if the target is undead
  • reverted save anywhere
  • changed the way defense is used in damage calculation from (atk - def) * m to (atk - defA) * m * (250 - defB) / 256
    for player defA=defB = regular def
    for monster defB is globally 100 if neutral and defA = (VIT * defB) / 256; VIT for monster is their unmodified level, capped at 70
  • reduced weakness damage from x2 to x1.5
  • increased attack power of weapons by about 80%
  • adjusted defense modifying effects
    defense piercing moves now ignore 50% defense and have -25% attack (works out to a break even on neutral defense)
    defense halving spells now decrease defense by an amount that would result in the target taking 20% more damage compared to before for each cast, capped at 0 defense
    axes treat defense as if one extra cast of guard off was used
    changed spellblade/tempr from 25% defense ignoring to flat -20
    changed spellblade/flare from 100% defense ignoring to only 50%
    elemental absorb keeps def = 0 but also gets atk/2
  • moved shop items around, including adding a wind type shield to the first shop
  • added several previously unobtainable items to shops, including slayer knife, legend jewel, hero shield, ...
  • adjusted several item prices
  • shields no longer add defense or magic defense; all standard elemental shields have fixed 15% evade
  • HP leak now provides damage numbers
  • HP leak is now blocked if the damage part of the original attack was absorbed
  • status effect duration for stop, stun and doom is now affected by the weakness to said element; e.g. if weak to water doom gives 15 "seconds" instead of 30
  • fixed certain status durations getting cut in half
  • single target physical skills can now use the regular weapon attack animation instead of a pseudo spell animation
  • changed Potion heal from 50-1250 to 60-1200, heal at 3x (starting value) is up from 64 to 75; old value = new value was at 68x
  • changed Hi-Potion heal from 120-2500 to 250-3000
  • increased attack power for unarmed attacks with brawl ability
  • increased cooldown for Hi-Potions from 5 to 7
  • replaced potion in beginner house with hi-potion
  • increased time for the karnak castle escape from 10:00 to 15:03 minutes
  • fixed a bug that made goblin punch apply the temper bonus twice
  • fixed a bug that turned damage randomly to 4 digits
  • fixed a bug that caused softlock on killing stopped enemies
  • fixed a bug that made physical skills target magic defense
  • fixed a bug in the end of turn calculation that could cause a variety of bugs, like soft potions not working or crashing the game
  • fixed a bug that granted shards on escape from random encounters after beating a boss
  • fixed startup time of !Jump
  • flagged Gilgamesh's jump attack properly as earth elemental
  • finesse/weaken now also lowers magic evade
  • heavy type enemies now add 2 field icons per action
  • enemies affected with mini/toad now keep their names
  • fixed an issue with displaying 4 enemy type names; ignored 4th+ name (only space for 3 names anyway)
  • altered monster speed curve by level, difficulty, species modifier
  • increased gold drop from monster in main game, reduced for ng+
  • increased monster exp gain at low levels, decreased for high levels
  • monster attack power modifier no longer varies by difficulty
  • increased influence of level on monster damage from 5 to 8 and reduced early game damage

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Lelfol

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  • 5
   1 of 2 members found this review helpful 1 / 2 members

Best ff5 hack I've ever played 

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Mess

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  • 5
  

I went into this mod with 0 expectations and came out blown away at the sheer amount of effort and content jam-packed into it. I cannot imagine how much time and work was put into this, but it was well worth it in my opinion - it is some of the most chaotic fun I've had with a job system since the Bravely Default series, and I was not expecting that out of some random Final Fantasy V mod I just casually stumbled upon. Amazing job to everyone who worked on this.

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Jack_Macgrath

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  • 4
  

Sir i liked the romhack the jobs that you made are very creative and more people be inspired by what you made,making the characters each one have their own job because of their conditions is nothing i never think of,and something I've been thinking for months about final fantasy 5 and the chance about making more jobs and ideas for that beautiful game,but until the part i go (after getting the fire crystal and going see cid grandson) i have a few problems and please take like a constructive criticism not something bad,first i like the abilities and new items but i Don't have a description what they do i just have to think what they might do like the judge abilities they are simple because of the names like ban semone of doing certain thing but like what blackmail do? That's what i don't know some of the jobs i simply don't know what they do and i don't want to risk to know what they do because can be something that i don't want or something i just don't know like a status o something like that,and the other point is the difficulty it's good but i end the original game like five times and i never been more than 10 minutes in a boss doing more than 500 of damage on him and him can't Killing me and i was at the 4 difficulty With level 13 on the fire boss so you can decrease the difficulty at low levels because even at level 4 it's some hard things to fight,thank you if you hear me out

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